| /* |
| * Copyright (C) 2012-2016 Apple Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE |
| * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR |
| * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE INC. OR |
| * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, |
| * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, |
| * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR |
| * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY |
| * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE |
| * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #pragma once |
| |
| #include <wtf/Atomics.h> |
| #include <wtf/FastMalloc.h> |
| #include <wtf/Noncopyable.h> |
| #include <wtf/PrintStream.h> |
| #include <wtf/SentinelLinkedList.h> |
| #include <wtf/ThreadSafeRefCounted.h> |
| |
| namespace JSC { |
| |
| class FireDetail { |
| void* operator new(size_t) = delete; |
| |
| public: |
| FireDetail() |
| { |
| } |
| |
| virtual ~FireDetail() |
| { |
| } |
| |
| virtual void dump(PrintStream&) const = 0; |
| }; |
| |
| class StringFireDetail : public FireDetail { |
| public: |
| StringFireDetail(const char* string) |
| : m_string(string) |
| { |
| } |
| |
| void dump(PrintStream& out) const override; |
| |
| private: |
| const char* m_string; |
| }; |
| |
| class WatchpointSet; |
| |
| class Watchpoint : public BasicRawSentinelNode<Watchpoint> { |
| WTF_MAKE_NONCOPYABLE(Watchpoint); |
| WTF_MAKE_FAST_ALLOCATED; |
| public: |
| Watchpoint() |
| { |
| } |
| |
| virtual ~Watchpoint(); |
| |
| protected: |
| virtual void fireInternal(const FireDetail&) = 0; |
| |
| private: |
| friend class WatchpointSet; |
| void fire(const FireDetail&); |
| }; |
| |
| enum WatchpointState { |
| ClearWatchpoint, |
| IsWatched, |
| IsInvalidated |
| }; |
| |
| class InlineWatchpointSet; |
| class VM; |
| |
| class WatchpointSet : public ThreadSafeRefCounted<WatchpointSet> { |
| friend class LLIntOffsetsExtractor; |
| public: |
| JS_EXPORT_PRIVATE WatchpointSet(WatchpointState); |
| |
| // FIXME: In many cases, it would be amazing if this *did* fire the watchpoints. I suspect that |
| // this might be hard to get right, but still, it might be awesome. |
| JS_EXPORT_PRIVATE ~WatchpointSet(); // Note that this will not fire any of the watchpoints; if you need to know when a WatchpointSet dies then you need a separate mechanism for this. |
| |
| // Fast way of getting the state, which only works from the main thread. |
| WatchpointState stateOnJSThread() const |
| { |
| return static_cast<WatchpointState>(m_state); |
| } |
| |
| // It is safe to call this from another thread. It may return an old |
| // state. Guarantees that if *first* read the state() of the thing being |
| // watched and it returned IsWatched and *second* you actually read its |
| // value then it's safe to assume that if the state being watched changes |
| // then also the watchpoint state() will change to IsInvalidated. |
| WatchpointState state() const |
| { |
| WTF::loadLoadFence(); |
| WatchpointState result = static_cast<WatchpointState>(m_state); |
| WTF::loadLoadFence(); |
| return result; |
| } |
| |
| // It is safe to call this from another thread. It may return true |
| // even if the set actually had been invalidated, but that ought to happen |
| // only in the case of races, and should be rare. Guarantees that if you |
| // call this after observing something that must imply that the set is |
| // invalidated, then you will see this return false. This is ensured by |
| // issuing a load-load fence prior to querying the state. |
| bool isStillValid() const |
| { |
| return state() != IsInvalidated; |
| } |
| // Like isStillValid(), may be called from another thread. |
| bool hasBeenInvalidated() const { return !isStillValid(); } |
| |
| // As a convenience, this will ignore 0. That's because code paths in the DFG |
| // that create speculation watchpoints may choose to bail out if speculation |
| // had already been terminated. |
| void add(Watchpoint*); |
| |
| // Force the watchpoint set to behave as if it was being watched even if no |
| // watchpoints have been installed. This will result in invalidation if the |
| // watchpoint would have fired. That's a pretty good indication that you |
| // probably don't want to set watchpoints, since we typically don't want to |
| // set watchpoints that we believe will actually be fired. |
| void startWatching() |
| { |
| ASSERT(m_state != IsInvalidated); |
| if (m_state == IsWatched) |
| return; |
| WTF::storeStoreFence(); |
| m_state = IsWatched; |
| WTF::storeStoreFence(); |
| } |
| |
| void fireAll(VM& vm, const FireDetail& detail) |
| { |
| if (LIKELY(m_state != IsWatched)) |
| return; |
| fireAllSlow(vm, detail); |
| } |
| |
| void fireAll(VM& vm, const char* reason) |
| { |
| if (LIKELY(m_state != IsWatched)) |
| return; |
| fireAllSlow(vm, reason); |
| } |
| |
| void touch(VM& vm, const FireDetail& detail) |
| { |
| if (state() == ClearWatchpoint) |
| startWatching(); |
| else |
| fireAll(vm, detail); |
| } |
| |
| void touch(VM& vm, const char* reason) |
| { |
| touch(vm, StringFireDetail(reason)); |
| } |
| |
| void invalidate(VM& vm, const FireDetail& detail) |
| { |
| if (state() == IsWatched) |
| fireAll(vm, detail); |
| m_state = IsInvalidated; |
| } |
| |
| void invalidate(VM& vm, const char* reason) |
| { |
| invalidate(vm, StringFireDetail(reason)); |
| } |
| |
| bool isBeingWatched() const |
| { |
| return m_setIsNotEmpty; |
| } |
| |
| int8_t* addressOfState() { return &m_state; } |
| static ptrdiff_t offsetOfState() { return OBJECT_OFFSETOF(WatchpointSet, m_state); } |
| int8_t* addressOfSetIsNotEmpty() { return &m_setIsNotEmpty; } |
| |
| JS_EXPORT_PRIVATE void fireAllSlow(VM&, const FireDetail&); // Call only if you've checked isWatched. |
| JS_EXPORT_PRIVATE void fireAllSlow(VM&, const char* reason); // Ditto. |
| |
| private: |
| void fireAllWatchpoints(VM&, const FireDetail&); |
| |
| friend class InlineWatchpointSet; |
| |
| int8_t m_state; |
| int8_t m_setIsNotEmpty; |
| |
| SentinelLinkedList<Watchpoint, BasicRawSentinelNode<Watchpoint>> m_set; |
| }; |
| |
| // InlineWatchpointSet is a low-overhead, non-copyable watchpoint set in which |
| // it is not possible to quickly query whether it is being watched in a single |
| // branch. There is a fairly simple tradeoff between WatchpointSet and |
| // InlineWatchpointSet: |
| // |
| // Do you have to emit JIT code that rapidly tests whether the watchpoint set |
| // is being watched? If so, use WatchpointSet. |
| // |
| // Do you need multiple parties to have pointers to the same WatchpointSet? |
| // If so, use WatchpointSet. |
| // |
| // Do you have to allocate a lot of watchpoint sets? If so, use |
| // InlineWatchpointSet unless you answered "yes" to the previous questions. |
| // |
| // InlineWatchpointSet will use just one pointer-width word of memory unless |
| // you actually add watchpoints to it, in which case it internally inflates |
| // to a pointer to a WatchpointSet, and transfers its state to the |
| // WatchpointSet. |
| |
| class InlineWatchpointSet { |
| WTF_MAKE_NONCOPYABLE(InlineWatchpointSet); |
| public: |
| InlineWatchpointSet(WatchpointState state) |
| : m_data(encodeState(state)) |
| { |
| } |
| |
| ~InlineWatchpointSet() |
| { |
| if (isThin()) |
| return; |
| freeFat(); |
| } |
| |
| // Fast way of getting the state, which only works from the main thread. |
| WatchpointState stateOnJSThread() const |
| { |
| uintptr_t data = m_data; |
| if (isFat(data)) |
| return fat(data)->stateOnJSThread(); |
| return decodeState(data); |
| } |
| |
| // It is safe to call this from another thread. It may return a prior state, |
| // but that should be fine since you should only perform actions based on the |
| // state if you also add a watchpoint. |
| WatchpointState state() const |
| { |
| WTF::loadLoadFence(); |
| uintptr_t data = m_data; |
| WTF::loadLoadFence(); |
| if (isFat(data)) |
| return fat(data)->state(); |
| return decodeState(data); |
| } |
| |
| // It is safe to call this from another thread. It may return false |
| // even if the set actually had been invalidated, but that ought to happen |
| // only in the case of races, and should be rare. |
| bool hasBeenInvalidated() const |
| { |
| return state() == IsInvalidated; |
| } |
| |
| // Like hasBeenInvalidated(), may be called from another thread. |
| bool isStillValid() const |
| { |
| return !hasBeenInvalidated(); |
| } |
| |
| void add(Watchpoint*); |
| |
| void startWatching() |
| { |
| if (isFat()) { |
| fat()->startWatching(); |
| return; |
| } |
| ASSERT(decodeState(m_data) != IsInvalidated); |
| m_data = encodeState(IsWatched); |
| } |
| |
| void fireAll(VM& vm, const FireDetail& detail) |
| { |
| if (isFat()) { |
| fat()->fireAll(vm, detail); |
| return; |
| } |
| if (decodeState(m_data) == ClearWatchpoint) |
| return; |
| m_data = encodeState(IsInvalidated); |
| WTF::storeStoreFence(); |
| } |
| |
| void invalidate(VM& vm, const FireDetail& detail) |
| { |
| if (isFat()) |
| fat()->invalidate(vm, detail); |
| else |
| m_data = encodeState(IsInvalidated); |
| } |
| |
| JS_EXPORT_PRIVATE void fireAll(VM&, const char* reason); |
| |
| void touch(VM& vm, const FireDetail& detail) |
| { |
| if (isFat()) { |
| fat()->touch(vm, detail); |
| return; |
| } |
| uintptr_t data = m_data; |
| if (decodeState(data) == IsInvalidated) |
| return; |
| WTF::storeStoreFence(); |
| if (decodeState(data) == ClearWatchpoint) |
| m_data = encodeState(IsWatched); |
| else |
| m_data = encodeState(IsInvalidated); |
| WTF::storeStoreFence(); |
| } |
| |
| void touch(VM& vm, const char* reason) |
| { |
| touch(vm, StringFireDetail(reason)); |
| } |
| |
| // Note that for any watchpoint that is visible from the DFG, it would be incorrect to write code like: |
| // |
| // if (w.isBeingWatched()) |
| // w.fireAll() |
| // |
| // Concurrently to this, the DFG could do: |
| // |
| // if (w.isStillValid()) |
| // perform optimizations; |
| // if (!w.isStillValid()) |
| // retry compilation; |
| // |
| // Note that the DFG algorithm is widespread, and sound, because fireAll() and invalidate() will leave |
| // the watchpoint in a !isStillValid() state. Hence, if fireAll() or invalidate() interleaved between |
| // the first isStillValid() check and the second one, then it would simply cause the DFG to retry |
| // compilation later. |
| // |
| // But, if you change some piece of state that the DFG might optimize for, but invalidate the |
| // watchpoint by doing: |
| // |
| // if (w.isBeingWatched()) |
| // w.fireAll() |
| // |
| // then the DFG would never know that you invalidated state between the two checks. |
| // |
| // There are two ways to work around this: |
| // |
| // - Call fireAll() without a isBeingWatched() check. Then, the DFG will know that the watchpoint has |
| // been invalidated when it does its second check. |
| // |
| // - Do not expose the watchpoint set to the DFG directly, and have your own way of validating whether |
| // the assumptions that the DFG thread used are still valid when the DFG code is installed. |
| bool isBeingWatched() const |
| { |
| if (isFat()) |
| return fat()->isBeingWatched(); |
| return false; |
| } |
| |
| // We expose this because sometimes a client knows its about to start |
| // watching this InlineWatchpointSet, hence it'll become inflated regardless. |
| // Such clients may find it useful to have a WatchpointSet* pointer, for example, |
| // if they collect a Vector of WatchpointSet*. |
| WatchpointSet* inflate() |
| { |
| if (LIKELY(isFat())) |
| return fat(); |
| return inflateSlow(); |
| } |
| |
| private: |
| static const uintptr_t IsThinFlag = 1; |
| static const uintptr_t StateMask = 6; |
| static const uintptr_t StateShift = 1; |
| |
| static bool isThin(uintptr_t data) { return data & IsThinFlag; } |
| static bool isFat(uintptr_t data) { return !isThin(data); } |
| |
| static WatchpointState decodeState(uintptr_t data) |
| { |
| ASSERT(isThin(data)); |
| return static_cast<WatchpointState>((data & StateMask) >> StateShift); |
| } |
| |
| static uintptr_t encodeState(WatchpointState state) |
| { |
| return (static_cast<uintptr_t>(state) << StateShift) | IsThinFlag; |
| } |
| |
| bool isThin() const { return isThin(m_data); } |
| bool isFat() const { return isFat(m_data); }; |
| |
| static WatchpointSet* fat(uintptr_t data) |
| { |
| return bitwise_cast<WatchpointSet*>(data); |
| } |
| |
| WatchpointSet* fat() |
| { |
| ASSERT(isFat()); |
| return fat(m_data); |
| } |
| |
| const WatchpointSet* fat() const |
| { |
| ASSERT(isFat()); |
| return fat(m_data); |
| } |
| |
| JS_EXPORT_PRIVATE WatchpointSet* inflateSlow(); |
| JS_EXPORT_PRIVATE void freeFat(); |
| |
| uintptr_t m_data; |
| }; |
| |
| } // namespace JSC |